[WIP] Sadrith Mora Expanded

Post » Wed Nov 10, 2010 4:43 pm

*Snip*

Are you sure it was a dunmer's house? While I admit I check the mod after the last changes I've made before release, and Arranir's house could have such issues he's a bosmer

*Snip*

I added him (together with Dolms Vendal) as a travel system between Sadrith Mora docks and Wolverine Hall - I agree that it's not that usefull, but can help if you need to avoid the guards for some reason ;)

Could of been the bosmers house, although I couldn't remember because I forgot to write the guys name down. :facepalm:

The travel option to Sadrith Mora was unclickable by the way, forgot to mention that. My real reason for wanting him moved is because I'm working on an update for a certain ship mod, and I added a small dock to that spot for a ship to port on. Of course it won't see the light of day until I get permission to release it. I don't have the new interiors finished yet anyway. :bigsmile:

Like Knef I also liked how the city expansion is designed. I didn't find anything feeling out of place. I also don't use a lot of expansions because they add too many shops for my liking, which is not the case with this one I was happy to see.
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Sista Sila
 
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Post » Thu Nov 11, 2010 6:20 am

The travel option to Sadrith Mora was unclickable by the way, forgot to mention that. My real reason for wanting him moved is because I'm working on an update for a certain ship mod, and I added a small dock to that spot for a ship to port on. Of course it won't see the light of day until I get permission to release it. I don't have the new interiors finished yet anyway. :bigsmile:

I wonder why the option would be unclicable :shrug: I recall using it sometime earlier... Out of curiousuty - what ship mod do you want to update? And perhaps you could post a screen of the new dock - I'm sure it is possible to keep him in a way compatable with your add-on. I wish to keep SME as compatible as it can be.

Like Knef I also liked how the city expansion is designed. I didn't find anything feeling out of place. I also don't use a lot of expansions because they add too many shops for my liking, which is not the case with this one I was happy to see.

I added shops which made sense (at least IMHO) to be in a Telvanni capitol.

And about the shops:
1. I would need ideas for some merchandise for Fedrara.
2. And about the already placed wares for the Virith Brothers - do you find them interesting/useful, too expensive or too cheap? Feel free to comment them.
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Jade Barnes-Mackey
 
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Post » Wed Nov 10, 2010 7:58 pm

*Sighs* Now I feel stupid. Just realized a while back why the boat travel option hadn't worked...I was short on gold. <_< :facepalm: I had 7g on me and it wasn't enough to get to the docks, perhaps his disposition should be naturally higher or something so the price is lower?

The http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2381 is the mod I hope to eventually get an update out for. And http://i219.photobucket.com/albums/cc24/Syrcanus/Newdock.jpg of the new dock. I'm not happy with it personally, so I'm sure I'll end up changing around that entire area later for something more impressive.

Now for the list I created during my hunt today in the alpha.

Errors, bugs, etc. There might be quite a lot, but they are all relatively minor and can be easily fixed.

Buildings:
-The old inn sign for Durty Muriel's Cornerclub is sticking out the side of the building diagonally.
-2 common windows are floating in front of the Cornerclub in midair.
-The top of the broom beside Dorisa Sarandas shop is in the wall.
-A Kreshweed is partway inside the back of Nevrila Areloth's House.
-The Marketplace Houses entrance clips with the top step.
-Arrinir's house has the blocking root on the top floor. But I forgot to check Arrinir's shop...
although by process of elimination his shops the culprit, since I did check everywhere else.

Items:
-The Robe's of Arcane Might seemed a tad too expensive.
-The Impervious Robe seemed a tad expensive.
-The Helm of Holy Fire was too expensive for having such a measly enchantment.
-The Staff of the Viper is unenchanted, but rather expensive. Does this weapon have scripted abilities?
If not the price should be lowered.
-The Mages Mace was very cheap when compared to the other 2 absorb enchanted weapons.
-Valdris has pretty low damage stats for having such a high price. Is this weapon scripted?
If it is then the price would be fine.
-Manicky's banner is floating in midair in front of the tree it should be on.

NPC's:
-Neldam Virith should be closer to his counter.
-Neldam Virith should say, "-at the Council Hall;-" not "-at Council Hall;-" in one of his custom dialogue responses.
-He should aslo say, "Many services are also offered at the Great Market." instead of "Many services are offered at the Great Market.". The dialogue flows better with this adjustment.
-Neldam should also say, "Look for the Fighters Guild,-" instead of "Look for Fighters Guild,-".
-Lucret Jonus has nothing for sale under barter, but has wares displayed.

Suggestions & other stuff

-Perhaps the water in the wellpods should be animated if its possible.
-You could attach floating scripts to some of the lanterns outside, so it would give the appearance
of them swaying in a breeze.
-The Staff of the Vipers icon has a black background, perhaps it should be transparent. I'd do it for you,
but I have no clue how to adjust icons. Nor do I have the programs for it I could bet. :biglaugh:
-Maybe Neldam Virith should say "werebeasts" instead of "werecreatures" in one of his dialogue responses? Or maybe Manbeasts or Lycanthropes. Manbeasts might be best, since Hircine is called the Father of Manbeasts.
-I think some crystals and roots hanging down from the Arena Pits ceiling would make the area even
more impressive then it already is.

And about the shops:
1. I would need ideas for some merchandise for Fedrara.
2. And about the already placed wares for the Virith Brothers - do you find them interesting/useful, too expensive or too cheap? Feel free to comment them.

1. You could have her selling http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5565 with them set up as gloves for each race, or scripted with the option to choose what race you are I guess. The amulets and rings in http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1234 can also be used as a modders resource if I remember correctly. Maybe some small statues or something? I'm having a hard time thinking of anything trinket-like that's out there as a resource myself.

2. I found the items that the brothers sell to be very useful and interesting actually. Us packrats will be quite happy to use them to clog our houses up with I assure you. :bigsmile: If anything there could perhaps be a few more unique items that each of them are selling. And I answered about any prices up above that could use some adjusting.
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Danial Zachery
 
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Post » Thu Nov 11, 2010 2:45 am

I must thank you Syrcanus for your dedication in the testing of the mod - it made my life much easier :foodndrink: .

*Sighs* Now I feel stupid. Just realized a while back why the boat travel option hadn't worked...I was short on gold. <_< :facepalm: I had 7g on me and it wasn't enough to get to the docks, perhaps his disposition should be naturally higher or something so the price is lower?

I'll lower his mercantile and raise his disposition (though not that much) - it should help

The http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2381 is the mod I hope to eventually get an update out for. And http://i219.photobucket.com/albums/cc24/Syrcanus/Newdock.jpg of the new dock. I'm not happy with it personally, so I'm sure I'll end up changing around that entire area later for something more impressive.

It looks good - and (at least ATM) compatibility isn't really going to be an issue (as long as the part closest to the Keep doesn't change moving the boat a bit will be enough).

Errors, bugs, etc. There might be quite a lot, but they are all relatively minor and can be easily fixed.

Buildings:
-The old inn sign for Durty Muriel's Cornerclub is sticking out the side of the building diagonally.
-2 common windows are floating in front of the Cornerclub in midair.
-The top of the broom beside Dorisa Sarandas shop is in the wall.
-A Kreshweed is partway inside the back of Nevrila Areloth's House.
-The Marketplace Houses entrance clips with the top step.
-Arrinir's house has the blocking root on the top floor. But I forgot to check Arrinir's shop...
although by process of elimination his shops the culprit, since I did check everywhere else.
-Manicky's banner is floating in midair in front of the tree it should be on

Noted and will be fixed - though I don't know how could I miss the floating windows :banghead:

Items:
-The Robe's of Arcane Might seemed a tad too expensive.
-The Impervious Robe seemed a tad expensive.
-The Helm of Holy Fire was too expensive for having such a measly enchantment.
-The Staff of the Viper is unenchanted, but rather expensive. Does this weapon have scripted abilities?
If not the price should be lowered.
-The Mages Mace was very cheap when compared to the other 2 absorb enchanted weapons.
-Valdris has pretty low damage stats for having such a high price. Is this weapon scripted?
If it is then the price would be fine.

-I might lower the price of the robes - but at the same time they shouldn't be too cheap.
-the Helm of Holy Fire is a vanilla item - editing it's price doesn't really fit as a part of my mod
-the Staff and Valdris are going to have scripted spells - and at the same time they need rebalancing (any idea for the abilities of Valdris?)
-The Mages Mace base item (adamantium mace) is worth only 1000 gold. Compare it to the 4000 of the glass dagger or 20000 of an ebony longsword to see the source of the dispropotions.

NPC's:
-Neldam Virith should be closer to his counter.
-Neldam Virith should say, "-at the Council Hall;-" not "-at Council Hall;-" in one of his custom dialogue responses.
-He should aslo say, "Many services are also offered at the Great Market." instead of "Many services are offered at the Great Market.". The dialogue flows better with this adjustment.
-Neldam should also say, "Look for the Fighters Guild,-" instead of "Look for Fighters Guild,-".
-Lucret Jonus has nothing for sale under barter, but has wares displayed.

I'll move Neldam and assign the wares to Janus (another thing I forgot to do...). but the dialogue is vanilla actually.

Suggestions & other stuff

-Perhaps the water in the wellpods should be animated if its possible.
-You could attach floating scripts to some of the lanterns outside, so it would give the appearance
of them swaying in a breeze.
-The Staff of the Vipers icon has a black background, perhaps it should be transparent. I'd do it for you,
but I have no clue how to adjust icons. Nor do I have the programs for it I could bet. :biglaugh:
-Maybe Neldam Virith should say "werebeasts" instead of "werecreatures" in one of his dialogue responses? Or maybe Manbeasts or Lycanthropes. Manbeasts might be best, since Hircine is called the Father of Manbeasts.
-I think some crystals and roots hanging down from the Arena Pits ceiling would make the area even
more impressive then it already is.

- I don't really know a thing about textures/animation or any other things connected with meshes (except for very minor edits - like removing a part of a model). Therefore I can't do anything myself about the wellpods or the icon/
- I think I'll use werebeasts - manbeasts could be connected with something more than only Lycanthropes
- I can (and will) add some things there, but they need to be kept relatively close to the ceiling - in order not to obstruct the view for the spectators.

1. You could have her selling http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5565 with them set up as gloves for each race, or scripted with the option to choose what race you are I guess. The amulets and rings in http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1234 can also be used as a modders resource if I remember correctly. Maybe some small statues or something? I'm having a hard time thinking of anything trinket-like that's out there as a resource myself.

I don't want to use any items with race-depandant scripting - too many peaple play with custom races. And the second thing would be too similiar to the wares of Lucret Janus - I might scrap her shop altogether if I can't think of anything to add there :nuke: .

2. I found the items that the brothers sell to be very useful and interesting actually. Us packrats will be quite happy to use them to clog our houses up with I assure you. :bigsmile: If anything there could perhaps be a few more unique items that each of them are selling. And I answered about any prices up above that could use some adjusting.

It's good to see that their shop is doing much better than Fedrara's ;)
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Vicki Gunn
 
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Post » Wed Nov 10, 2010 4:50 pm

Reading tru this thread made my really curious. I so want Mora to be Expanded!
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Lizbeth Ruiz
 
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Post » Thu Nov 11, 2010 7:22 am

-I might lower the price of the robes - but at the same time they shouldn't be too cheap.
-the Helm of Holy Fire is a vanilla item - editing it's price doesn't really fit as a part of my mod
-the Staff and Valdris are going to have scripted spells - and at the same time they need rebalancing (any idea for the abilities of Valdris?)
-The Mages Mace base item (adamantium mace) is worth only 1000 gold. Compare it to the 4000 of the glass dagger or 20000 of an ebony longsword to see the source of the dispropotions.

Hadn't realized the Helm of Holy fire is a vanilla item...talk about one seriously unbalanced cost also. I looked at the price for an unenchanted Dreugh helm in the Cs and it was a little above 2000g, but the Helm of Holy Fire costs over 7000g with an enchantment that should of only raised its price maybe like...200g. It boggles the mind. :wacko:

I'll have to take a look at Valdris before I give out any ideas for it. Good point about the Mages Mace. The price is fine then.

I'll move Neldam and assign the wares to Janus (another thing I forgot to do...). but the dialogue is vanilla actually.

Guess that shows how often I read some of the dialogue options... :biglaugh:

- I don't really know a thing about textures/animation or any other things connected with meshes (except for very minor edits - like removing a part of a model). Therefore I can't do anything myself about the wellpods or the icon/
- I think I'll use werebeasts - manbeasts could be connected with something more than only Lycanthropes
- I can (and will) add some things there, but they need to be kept relatively close to the ceiling - in order not to obstruct the view for the spectators.

There was a thread around here somewhere about giving statics animated textures. *Goes off to search* Ah, http://www.gamesas.com/bgsforums/index.php?showtopic=884067. Check out the 6th post in the thread. And you could PM Earth Wyrm about making you a transparent icon, or try out Wyrm's tutorial http://www.gamesas.com/bgsforums/index.php?showtopic=877132&st=20#-if you have photoshop anyway. Good point about not obstructing the spectators view also.

I don't want to use any items with race-depandant scripting - too many peaple play with custom races. And the second thing would be too similiar to the wares of Lucret Janus - I might scrap her shop altogether if I can't think of anything to add there :nuke: .

I can't think of anything she could sell that wouldn't seem out of place. Unless you changed her to a furniture merchant, which would be very useful.

It's good to see that their shop is doing much better than Fedrara's ;)

Indeed. :foodndrink: Oh, and considoring how well off they both seemed it couldn't hurt to add some more rooms back into the hillside-bedrooms and such.

Edit: I'm back with my last report from testing the alpha.

Errors, bugs, etc.

Buildings:
-Couldn't get up the stairs in the Soulgem Lab because of a low ceiling.

Npc's:
-The armorer's name in the City Watch Barracks is k7_sme_armorer_watch00000000
-The female crafter in the Soulgem Lab is named k7_sme_crafter_0200000000
-The male crafter in the Soulgem Lab is named k7_sme_crafter_0100000000
-One of the slaves in the Soulgem Lab: Mine is named k7_sme_slave_mine_0300000000
-A 2nd slave in the Soulgem Lab: Mine is named k7_sme_slave_mine_0200000000
-The Telvanni Guard in the back of the Mine kept trying to walk off the platform and through a wall

Suggestions & other stuff

-There should be a larger bunking section in the City Watch Barracks.

I also took a look at Valdris again. But personally I have no clue what I'd make it do. It looks like it would do something vicious though, since its a rather dark and wicked appearing weapon.
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NIloufar Emporio
 
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Post » Wed Nov 10, 2010 7:49 pm

I can't think of anything she could sell that wouldn't seem out of place. Unless you changed her to a furniture merchant, which would be very useful.

For some reason I don't like the idea of having a furniture shop in Sadrith Mora - but if I can't think of nothing else...

Indeed. :foodndrink: Oh, and considoring how well off they both seemed it couldn't hurt to add some more rooms back into the hillside-bedrooms and such.

I'll see what I can do

Errors, bugs, etc.

Buildings:
-Couldn't get up the stairs in the Soulgem Lab because of a low ceiling.

Will fix

Npc's:
-The armorer's name in the City Watch Barracks is k7_sme_armorer_watch00000000
-The female crafter in the Soulgem Lab is named k7_sme_crafter_0200000000
-The male crafter in the Soulgem Lab is named k7_sme_crafter_0100000000
-One of the slaves in the Soulgem Lab: Mine is named k7_sme_slave_mine_0300000000
-A 2nd slave in the Soulgem Lab: Mine is named k7_sme_slave_mine_0200000000

Ah yes, I need to write down some names from the TR generator and add them.

-The Telvanni Guard in the back of the Mine kept trying to walk off the platform and through a wall

I'll finally need to finish the pathgrids ;)

Suggestions & other stuff

-There should be a larger bunking section in the City Watch Barracks.

I'll add a second underground area - or perhaps expand the current one
I also took a look at Valdris again. But personally I have no clue what I'd make it do. It looks like it would do something vicious though, since its a rather dark and wicked appearing weapon.

Well, my non-existant scripting skills allow me only to add spells to the player while wielding a weapon.

And at this rate I'll need to add a shrine in your honor somewhere in the mod (for all the help you're giving me) ;)
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saxon
 
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Post » Wed Nov 10, 2010 11:21 pm

Any news on this mod?

I played through the alpha version, and anything bad I noticed has been said multiple times by other people. I personally think the price of the Staff of the Viper is fine...I didn't know it would have anything special on it, so I went ahead and enchanted it myself (I think it had 40 ench. points on it...a LOT for any weapon, but a staff especially) to do paralyzation and poison damage on hit, to keep in line with its name. I also love the magicka bow, though I wish it had more HP. I like the colors of the robes, but I kind of wish they could have been more beefy looking...my character looks puny in the robe and it looks weird having hom hold a huge weapon like the staff of the viper or the magi's gift swords. At this point in the game gold wasn't an issue for me, and it was actually kind of nice to see my huge # of gold go down quite a lot after buying everything.
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Auguste Bartholdi
 
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Post » Thu Nov 11, 2010 12:45 am

No news ATM - the past two weeks I had divided my time between studies, the garden and a Polish fansite. After all that the only thing I had strength to do was to read a book. Fortunately, the work with the latter two is nearing to an end.

I could release an alpha v0.2 almost anytime if there is interest though - while it doesn't edit the items, I've fixed most (if not all) the bugs mentioned and opened a small part of the underroots.

As for the robes - I don't have the talent needed to do retextures or any of that stuff (and those robes are the work of AlienSlof) so I can only use what I find. And I'm still thinking if lowering the prices is truly needed - after all getting tons of gold is easy in MW.
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Emily Jones
 
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Post » Thu Nov 11, 2010 7:52 am

Changes:
- fixed most issues mentioned above - kept Arranir's shop as it was (he is a small and agile Bosmer, he can move there easily; besides, I've managed to get around there with my Altmer with a bit of jumping around)
- added the more hospitable area of the underroots (see if you'll noyice the easter egg/tribute item;) )
- generally tinkered with the houses/shops


Now, I would need some help from the community:
1. & 2. See my http://www.gamesas.com/bgsforums/index.php?showtopic=877145&hl= ;)
3. Are there any interesting, daedric-themed resources? I'd need those for one of the shops (located in a Herma Mora's shrine)
4. Anyone would like to do some cavern work - I svck with those.
5. Could someone with more Nifscope skills then I possess do a crystal golem for me? (Basically a storm atronach retextured with the _py_cave textures and telvanni crystals added to the model?)
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BaNK.RoLL
 
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Post » Thu Nov 11, 2010 3:29 am

Ooooh an Alpha! BTW this mod looks great Karpik! I love city expansions very much! And this one doesn't look like it is going to let me down. Are you making this compatible with other mods that alter the area. Chapels of Vvardenfell, IndyBank and such? Perhaps you could release a version which includes a lot of the buildings already added to Sadrith Mora in mods sort of in the way that Balmora Expanded did it.

Keep up the good work! :goodjob:
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Leilene Nessel
 
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Post » Wed Nov 10, 2010 7:25 pm

I hope my mod can live to the expectations (though I should hope to be able to finish it some day :whistle: )

I try to keep SME as compatible as it can be with other mods - though I'm certain that some are going to conflict.

The problem with your idea is that there are few mods which I could add - compared to Balmora every town has a small amount of mods to choose from, and a lot of those aren't worth the time or effort.
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yermom
 
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Post » Wed Nov 10, 2010 11:50 pm


3. Are there any interesting, daedric-themed resources? I'd need those for one of the shops (located in a Herma Mora's shrine)
http://www.gamesas.com/bgsforums/index.php?showtopic=777807&hl=
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1782
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CRuzIta LUVz grlz
 
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Post » Thu Nov 11, 2010 7:51 am

http://www.gamesas.com/bgsforums/index.php?showtopic=777807&hl=
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1782

Thanks - while I forgot to mention that I have Dongle's mod I didn't even recall MA doing anything in this style.

For anyone interested in testing the alpha, please download the http://www.divshare.com/download/5835971-940 - it fixes the weapons scripts, so they will give you the planned bonuses.
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Iain Lamb
 
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Post » Thu Nov 11, 2010 2:18 am

Forgot these: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=709

StarCon5's http://www.tesnexus.com/downloads/file.php?id=6146 may fit too.
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Francesca
 
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Post » Thu Nov 11, 2010 7:38 am

So, does anyone have any comments on the new version?

Progress report:
- some work on the caverns beneath the town
- a compatibility .esp for indybank
- checked for compatibility with Emma's children - had to move a thing or two
- clutterizing some of the interiors
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Shelby Huffman
 
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Post » Thu Nov 11, 2010 6:43 am

So, does anyone have any comments on the new version?

Progress report:
- some work on the caverns beneath the town
- a compatibility .esp for indybank
- checked for compatibility with Emma's children - had to move a thing or two
- clutterizing some of the interiors

Great! I'm very glad you made a compatibility patch for indybank! Now I know it's safe to use this, I don't think I have any other mods in Sadrith Mora.

Keep up the good work! :goodjob:
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Marine x
 
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Post » Thu Nov 11, 2010 7:19 am

http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=2297
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Cagla Cali
 
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Post » Thu Nov 11, 2010 8:55 am

Would it be possible to make a version compatible with this?

http://www.gamesas.com/bgsforums/index.php?showtopic=608294&st=60&start=60
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Assumptah George
 
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Post » Thu Nov 11, 2010 2:41 am

yes, this combined with sadrith mora closed city and the hospitality paper mod would make sadrith mora the new balmora!
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sally R
 
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Post » Thu Nov 11, 2010 4:45 am

yes, this combined with sadrith mora closed city and the hospitality paper mod would make sadrith mora the new balmora!

I'd only like to point out that SM Closed City already has the hospitality papers requirement ;)

And compatability shouldn't be an issue - perhaps I'll include a modified version of the close city mod with the release (with full credit given).
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Rob Smith
 
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Post » Thu Nov 11, 2010 6:15 am

Great to watch this mod, I can't wait until you release this one for us Karpik!

Keep up the good work! :goodjob:
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Kit Marsden
 
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Post » Thu Nov 11, 2010 6:43 am

I'd only like to point out that SM Closed City already has the hospitality papers requirement ;)


they both do differently and work really well together. one makes the guards dangerous without them, and the other makes the merchants unwilling to serve without them. though the guards themselves are intimidating enough.

great work by the way!
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Erin S
 
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Post » Wed Nov 10, 2010 9:15 pm

Probably hasn't been a ton of progress on this mod, what with it being the holiday season and all...just checking in. Any news?
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N3T4
 
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Post » Wed Nov 10, 2010 5:59 pm

Nope - between my own laziness/preparing christmas dinner for 25 guests (instead of the usual 6-7)/two funerals I had last week/work on a completely different mod (did I mention my own lazinesss?) this was on hiatus.

And a sidenote - either the current alpha is completely bug-free (which I seriously doubt) or the 40+ people who had downloaded it are too lazy to post any finds...
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FABIAN RUIZ
 
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